;
;
;Ulitimate Civ II - Civilopedia Descriptions Text File -- Copyright (c) 1997 MicroProse Software, Inc. 
;
;This file contains the descriptions of all the Civilization Advances, City Improvements, Wonders of
;the World, Units, and Game Concepts displayed in the Civilopedia. It is designed to be adaptable to
;conform to customized scenarios by the replacing existing text with scenario-specific text.
;
;PLEASE MAKE A COPY OF THE ORIGINAL TEXT FILE BEFORE YOU MAKE ANY CHANGES!
;
;
;

@ADVANCE_DESCRIPTIONS
;
;Translation Note: This section consists (verbatim) of the following files from the original Civilopedia, ;strung together to make one contiguous section: ADVANC1.PDE, ADVANC2.PDE, ADVANC3.PDE,
;and ADVANC4.PDE. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Amphibious Warfare will be the 55'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@ADVANCE_INDEX
-1,			; Advanced Flight
-1,			; Alphabet
-1,			; Amphibious Warfare
-1,			; Astronomy
-1,			; Atomic Theory
-1,			; Automobile
-1,			; Banking
-1,			; Bridge Building
-1,			; Bronze Working
-1,			; Ceremonial Burial
-1,			; Chemistry
-1,			; Chivalry
-1,			; Code of Laws
-1,			; Combined Arms
-1,			; Combustion
-1,			; Communism
-1,			; Computers
-1,			; Conscription
-1,			; Construction
-1,			; The Corporation
-1,			; Currency
-1,			; Democracy
-1,			; Economics
-1,			; Electricity
-1,			; Electronics
-1,			; Engineering
-1,			; Environmentalism
-1,			; Espionage
-1,			; Explosives
-1,			; Feudalism
-1,			; Flight
-1,			; Fundamentalism
-1,			; Fusion Power
-1,			; Genetic Engineering
-1,			; Guerrilla Warfare
-1,			; Gunpowder
-1,			; Horseback Riding
-1,			; Industrialization
-1,			; Invention
-1,			; Iron Working
-1,			; Labor Union
-1,			; The Laser
-1,			; Leadership
-1,			; Literacy
-1,			; Machine Tools
-1,			; Magnetism
-1,			; Map Making
-1,			; Masonry
-1,			; Mass Production
-1,			; Mathematics
-1,			; Medicine
-1,			; Metallurgy
-1,			; Miniaturization
-1,			; Mobile Warfare
-1,			; Monarchy
-1,			; Monotheism
-1,			; Mysticism
-1,			; Navigation
-1,			; Nuclear Fission
-1,			; Nuclear Power
-1,			; Philosophy
-1,			; Physics
-1,			; Plastics
-1,			; Plumbing
-1,			; Polytheism
-1,			; Pottery
-1,			; Radio
-1,			; Railroad
-1,			; Recycling
-1,			; Refining
-1,			; Refrigeration
-1,			; The Republic
-1,			; Robotics
-1,			; Rocketry
-1,			; Sanitation
-1,			; Seafaring
-1,			; Space Flight
-1,			; Stealth
-1,			; Steam Engine
-1,			; Steel
-1,			; Superconductor
-1,			; Tactics
-1,			; Theology
-1,			; Theory of Gravity
-1,			; Trade
-1,			; University
-1,			; Warrior Code
-1,			; The Wheel
-1,			; Writing
-1,			; Future Technology
-1,			; User Def Tech A
-1,			; User Def Tech B
-1,			; User Def Tech C
-1,			; Extra Advance 1
-1,			; Extra Advance 2
-1,			; Extra Advance 3
-1,			; Extra Advance 4
-1,			; Extra Advance 5
-1,			; Extra Advance 6
-1,			; Extra Advance 7
-2,			; MUST BE HERE! TERMINATOR!

@IMPROVEMENT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the IMPROV.PDE text file in the original
;Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Palace will be the 16'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@IMPROVEMENT_INDEX
-1,			; Nothing
-1,			; Palace
-1,			; Barracks
-1,			; Granary
-1,			; Temple
-1,			; MarketPlace
-1,			; Library
-1,			; Courthouse
-1,			; City Walls
-1,			; Aqueduct
-1,			; Bank
-1,			; Cathedral
-1,			; University
-1,			; Mass Transit
-1,			; Colosseum
-1,			; Factory
-1,			; Manufacturing Plant
-1,			; SDI Defense
-1,			; Recycling Center
-1,			; Power Plant
-1,			; Hydro Plant
-1,			; Nuclear Plant
-1,			; Stock Exchange
-1,			; Sewer System
-1,			; Supermarket
-1,			; Superhighways
-1,			; Research Lab
-1,			; SAM Missile Battery
-1,			; Coastal Fortress
-1,			; Solar Plant
-1,			; Harbor
-1,			; Offshore Platform
-1,			; Airport
-1,			; Police Station
-1,			; Port Facility
-1,			; SS Structural
-1,			; SS Component
-1,			; SS Module
-1,			; (Capitalization)
-2,			; MUST BE HERE! TERMINATOR!

@WONDER_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the WONDER.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry, but adjusted by NUM_IMPROVEMENTS.
; For example, Adam Smith's Trading Co. will be the 0'th (remember,
; the list is zero based)(INDEX - NUM_INPROVEMENTS) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@WONDER_INDEX
-1,			; Pyramids
-1,			; Hanging Gardens
-1,			; Colossus
-1,			; Lighthouse
-1,			; Great Library
-1,			; Oracle
-1,			; Great Wall
-1,			; Sun Tzu's War Academy
-1,			; King Richard's Crusade
-1,			; Marco Polo's Embassy
-1,			; Michelangelo's Chapel
-1,			; Copernicus' Observatory
-1,			; Magellan's Expedition
-1,			; Shakespeare's Theatre
-1,			; Leonardo's Workshop
-1,			; J. S. Bach's Cathedral
-1,			; Isaac Newton's College
-1,			; Adam Smith's Trading Co.
-1,			; Darwin's Voyage
-1,			; Statue of Liberty
-1,			; Eiffel Tower
-1,			; Women's Suffrage
-1,			; Hoover Dam
-1,			; Manhattan Project
-1,			; United Nations
-1,			; Apollo Program
-1,			; SETI Program
-1,			; Cure for Cancer
-2,			; MUST BE HERE! TERMINATOR!

@UNIT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the UNITS.PDE and UNITS2.PDE text ;files in the original Civilopedia, strung together to make one contiguous section. (French and German ;versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Settlers will be the 50'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@UNIT_INDEX
-1,			; Settlers
-1,			; Engineers
-1,			; Warriors
-1,			; Phalanx
-1,			; Archers
-1,			; Legion
-1,			; Pikemen
-1,			; Musketeers
-1,			; Fanatics
-1,			; Partisans
-1,			; Alpine Troops
-1,			; Riflemen
-1,			; Marines
-1,			; Paratroopers
-1,			; Mech. Inf.
-1,			; Horsemen
-1,			; Chariot
-1,			; Elephant
-1,			; Crusaders
-1,			; Knights
-1,			; Dragoons
-1,			; Cavalry
-1,			; Armor
-1,			; Catapult
-1,			; Cannon
-1,			; Artillery
-1,			; Howitzer
-1,			; Fighter
-1,			; Bomber
-1,			; Helicopter
-1,			; Stlth Ftr.
-1,			; Stlth Bmbr.
-1,			; Trireme
-1,			; Caravel
-1,			; Galleon
-1,			; Frigate
-1,			; Ironclad
-1,			; Destroyer
-1,			; Cruiser
-1,			; AEGIS Cruiser
-1,			; Battleship
-1,			; Submarine
-1,			; Carrier
-1,			; Transport
-1,			; Cruise Msl.
-1,			; Nuclear Msl.
-1,			; Diplomat
-1,			; Spy
-1,			; Caravan
-1,			; Freight
-1,			; Explorer
-1,			; Extra Land
-1,			; Extra Ship
-1,			; Extra Air
-1,			; Test Unit 1
-1,			; Test Unit 2
-1,			; Test Unit 3
-1,			; Test Unit 4
-1,			; Test Unit 5
-1,			; Test Unit 6
-1,			; Test Unit 7
-1,			; Test Unit 8
-2,			; MUST BE HERE! TERMINATOR!

@TERRAIN_AND_RESOURCE_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the TERRAIN.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Settlers will be the 50'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@TERRAIN_INDEX
-1,			; Desert
-1,			; Plains
-1,			; Grassland
-1,			; Forest
-1,			; Hills
-1,			; Mountains
-1,			; Tundra
-1,			; Glacier
-1,			; Swamp
-1,			; Jungle
-1,			; Ocean
-1,			; Oasis
-1,			; Buffalo
-1,			; Grassland
-1,			; Pheasant
-1,			; Coal
-1,			; Gold
-1,			; Game
-1,			; Ivory
-1,			; Peat
-1,			; Gems
-1,			; Fish
-1,			; Desert Oil
-1,			; Wheat
-1,			; Grassland
-1,			; Silk
-1,			; Wine
-1,			; Iron
-1,			; Furs
-1,			; Glacier Oil
-1,			; Spice
-1,			; Fruit
-1,			; Whales
-2,			; MUST BE HERE! TERMINATOR!

;Terrain Types

@GOVERNMENT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the GOVERN.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Fundamentalism will be the 5'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@GOVERNMENT_INDEX
0,			; Anarchy
1,			; Despotism
5,			; Monarchy
2,			; Communism
4,			; Fundamentalism
6,			; Republic
3,			; Democracy
-2,			; MUST BE HERE! TERMINATOR!

@@Anarchy
Anarchy represents not so much a government type as the 
lack of any stable government. Anarchy occurs when your 
civilization's government falls, or when you decide to 
have a Revolution. After a few turns of Anarchy, you will 
be able to reconstitute your government. 

Anarchy is similar to Feudal Monarchy, except that the corruption 
rate is VERY HIGH (see entry for Feudal Monarchy).  However, no 
taxes are collected during a period of Anarchy, and no 
scientific research is conducted. 

@@Feudal Monarchy
UNIT SUPPORT: 
Each unit above the city size costs one silver coin per turn. 
Peasants eat one food per turn. 

HAPPINESS: 
Up to three military units in each city will institute 
"martial law", converting an unhappy citizen into a content 
citizen. 

CORRUPTION: 
Feudal Monarchy has a HIGH rate of corruption.  The 
level of corruption in a particular city is based on its 
distance from your capital. 

SPECIAL: 
Under a Feudal Monarchy, none of the invest/treas/other rates may 
be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY 
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, COINS, GOLD) PRODUCES 
ONE LESS. 

HINTS: 
Because of Feudal Monarchy's high rate of corruption, it is almost 
always an inferior form of government.  Try to switch to a 
Monarchy as soon as possible. 

@@Counter-Reformed Monarchy
UNIT SUPPORT: 
Each unit beyond the third costs one silver coin per turn. 
Peasants eat one food per turn. 

HAPPINESS: 
Up to three military units in each city will institute 
"martial law", converting *TWO* unhappy citizens into 
content citizens (so a total of SIX unhappy citizens can 
be suppressed). 

CORRUPTION: 
Under Counter-Reformed Monarchy, inquisitions limit corruption 
to a minimum. 
 
SPECIAL: 
Under Counter-Reformed Monarchy, none of the 
invest/treas/other rates may be set higher than 80%. 

HINTS: 
Counter-Reformed Monarchy is best for large, far-flung empires which need 
to maintain a large military. 

@@Republic
UNIT SUPPORT: 
Each unit costs one silver coin per turn.  Settlers eat ONE 
food per turn. 

HAPPINESS: 
Each unit which is not in a friendly 
city (or in your territory = within 3 spaces of a friendly city) 
causes TWO citizens in its home city to become unhappy. 

CORRUPTION: 
Democracies experience NO corruption or waste. 

SPECIAL: 
Under a Republic, each square which ordinarily produces at 
least one unit of trade produces an extra unit. 
The units and cities of a Republics are immune to BRIBERY 
of all forms. 
The invest/treas/other rates may be set to any level 
desired. 

HINTS: 
Republics can produce spectacular amounts of revenue and 
invests much faster than other govts.  However, because of the severe 
happiness restrictions on military units, this form of 
government tends to be viable only for large, advanced 
civilizations. 

@@Absolutism
UNIT SUPPORT: 
Can support up to THREE units for free; additional 
units cost one silver coin each.  Settlers eat ONE 
food per turn. 

HAPPINESS: 
Under Absolutism, NO CITIZEN WILL EVER REVOLT! 

CORRUPTION: 
Absolutism has a LOW rate of corruption. 
However, Absolutism has the special disadvantage that 
all investments are HALVED. 

SPECIAL:
Improvements which convert unhappy citizens to 
content citizens (Manors, etc.) 
produce taxes equal to the number of citizens they would 
otherwise convert.  They also require no maintenance. 
Under Absolutism, none of the invest/treas/other rates may 
be set higher than 80%. 

HINTS: 
Absolutism eliminates all happiness problems and provides 
an excellent revenue. 

@@Monarchy
UNIT SUPPORT:
Each unit beyond the third costs one silver coin per turn. 
Settlers eat one food per turn. 

HAPPINESS: 
Up to three military units in each city will institute 
"martial law", converting an unhappy citizen into a content 
citizen. 

CORRUPTION: 
Monarchy has a MODERATE rate of corruption and waste.  The 
level of corruption in a particular city is based on its 
distance from your capital. 

SPECIAL: 
Under a Monarchy, none of the invest/treas/other rates may 
be set higher than 70%. 

HINTS: 
Monarchy is an excellent form of government for a young 
nation. 

@@Reformed Monarchy
UNIT SUPPORT: 
Each unit costs one silver coin per turn.  Settlers eat ONE 
food per turn. 

HAPPINESS: 
Each military unit AFTER THE FIRST which is not in a friendly 
city (or in your territory = within 3 spaces of a friendly city) 
causes one citizen in its home city to become unhappy. 

CORRUPTION: 
The Republic has a LOW rate of corruption and waste.  The 
level of corruption in a particular city is based on its 
distance from your capital. 

SPECIAL: 
Under a Republic, each square which ordinarily produces at 
least one unit of trade produces an extra unit. 
None of the invest/treas/other rates may be set higher 
than 80%. 

HINTS: 
Switching to a Reformed Monarchy can give an astounding boost to your 
investments and treasury, although you'll probably have to 
divert some of your income to other things.  It becomes more 
difficult (and expensive) to keep an army in the field, but 
building the Reformed Nobility wonder can aliviate this 
problem. 

@CONCEPT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the CONCEPT.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;

@@Stackables
* Changes in gameplay from the standard game involve the introduction of Stackables, all sorts of forested tiles are unstackable, that means appart from forest and mountain tiles, EVERY single tile has a fortress! 
This means that unit stacks has gone from being a liability to being a necesity. 
Stackable tiles can be made regular again through the pillage option, (this is quite 
a realistic effect as armies often avoided heavily pillaged and plundered land as they 
where very prone to mass dessertion and starvation in such places) however after a certain point in the game you will be allowed to rebuild "stackable" tiles with your peasants 
or engineers. 

@@Centres of Trade
Some cities (for instance London, Danzig, Lubeck, etc) has a special "Center of Trade"
terrain beneath them, this terrain is very lucrative and is meant to show the importance of 
some cities as trade hubs. You can find out which cities are centers of trade by placing the 
cursor on top of them, generally cities situated at the mouths of major rivers as well
as capitals will have this terrain.

@@Income sent to Nobles/Church/Burghers
The amount of national income that is given to the local nobles, church dignitaries or burghers is indicated in the city screen with a bible icon. This symbolises the amount of money that each city pays to the local bishop or nobles. While you can controll this be warned that either could easily instigate revolts against your regime if you totaly withdraw thier cut of the city's income. This also symbolises the levying of certain taxes and tariffs to help city merchants. 
Citizens might well turn into more productive one's if the level of income sent to Nobles/church/burghers is high enough, and if there are more productive than unproductive or rioting citizens in a city it might enter a period of economic booming. 

@@Pillaging and Seige Warfare
The terrain improvements built by other civilizations (crops, mines, roads, etc.) can be destroyed by moving a unit into the improved terrain square and ordering the unit to pillage. This reduces the production value of the land, and forces your enemy to re-develop the terrain. 

Units can be ordered to pillage by holding down the shift key and pressing "P", or by choosing the "Pillage" command from the Orders menu. The unit must be ordered to pillage once for each of the terrain improvements you want to destroy. A fully developed terrain square (farmland with a railroad, for example) must be pillaged four times in order to remove all improvements. 

Pillaging can be quite an efficient weapon in seige situations as permanent fortifications requires a steady supply of food to survive. 

@@City Privileges and Growth
A town may not grow past size 4 untill it's granted City Privileges, this recognices the town as a city, and a number of rights is given to the new city. City Privileges may not be granted before the advent of "Royal Privileges", however many cities start with this rather high maintenance improvement however. 

@@Plundering independent cities
Warfare of the 16th and 17th was in many ways about money, the growing states of this time where allways lacking money, and they all had significant national debts. You'll find that when independent cities fall they will often yield plunder, depending on the importance of the city, the amount of plunder may vary. 
Often the answer to economic problems (atleast temporarily) may be to occupy a minor neighbor...

@@Investments
The amount of money used for investments by a city's merchants is represented by an icon of a pile of coins, the percentage of a city's national income that is used for investments into new technology or doctrine is controllable in the tax screen. At the start of each turn, the investment output of each city is added to the investment project currently in progress, eventually resulting in the applying of a new Investment. The more piles each city produces, the faster new Investments are applied. 

The investment output of individual cities and your civilization as a whole can also be increased by building certain City Improvements and Acheivements, or by converting citizens into Scientists. 

@@The Holy Roman Empire
The Holy Roman Empire is a lose association of independent or semi-independent states inside roughly what is today's Germany. While the Empire is by no means a real nation (the member states where for instance often involved in wars against eachother), it still plays a significant role in the politics of europe. 
A number of electors exists in the larger duchies of the Empire, their task, when the time comes, is to chose a new emperor. In theory any of the states within the empire can win this election, however since the late middle ages the Austrian Habsburg family has allways been the winner. 
Controlling the Holy Roman Empire gives prestige if not power, and if any member is attacked by an outside nation, the Austrian habsburgs will imidietly declare war against the invador. 

@@Silver Coins
The production of raw materials by your cities is represented by local income, this is shown in the city dialogue as silver coins. The number of Silver Coins produced by each city is displayed in the Resource Chart of the City Display. Coins are used to support units. Each unit might, depending on government type and other circumstances, require that its home city expend one Coin per turn to support the unit. Excess Coins not used to support units are used for the production of City Improvements, Acheivements, and new units. 

Local income largely depends on the type of terrain surrounding the city. In most circumstances, the local income of a city can be increased through the construction of certain Improvements and achievements. The construction of mines also improves local income in certain types of terrain. 

@@Specialists
The citizen icons displayed in the Population Roster of the City Display represent the city's work force. Each citizen added to the roster is automatically put to work developing one of the terrain squares within the city radius. In certain situations it may become necessary to remove a citizen from terrain production in order to perform a specific task. Citizens so removed are called specialists. There are three types of specialist, each of which increases one of the three components of national income produced by a city. Entertainers increase the income given to Nobles/Church/Burghers, Tax Collectors/Merchants increase the national income, and Scientists increase the investment output. 

To create a specialist, click on any production square in the City Map. The production icons disappear from the square, and an Entertainer appears in the Population Roster. To create a Collector/Merchant, click the Entertainer icon once. To create a Scientist, first create a Collector/Merchant, then click the Collector/Merchant icon once. Cities must be size five or larger to support Collector/Merchant and Scientists. 

@@Income sent to Treasury
This is the national income that isn't used for investments into new technology, but rather sent to the capital, where it is placed in the royal coffers. 
The amount of income sent to the treasury is indicated by gold coin icons in the Resource Chart of the City Display. 
Remember that to pay maintenance for your improvements, you need to first send the money to the Royal coffers, money not used for maintenance are stored in the royal treasury untill you decide to spend it. As with the other means of wealth distribution, the percentage of a city's income sent to the royal treasury is controlable from the tax screen. 

The income sent to the royal treasury can also be increased through the construction of certain City Improvements and Achievements, or by converting citizens into Tax Collectors/Merchants. 

@@National Income
National income is the amount of money that the state recieves from a city, certain terrain types generate more national income than others, and trade routes greatly increase the amount of national income generated in a city. 
National income is distributed acording to the tax screen, it may be sent to the royal coffers (in which case you'll see it as tallers in the main screen), used to invest in new technologies or millitary doctrines or not be sent anywhere, but rather be given to the local noble or church officials. 

National income can be increased through the construction of certain City Improvements and Achievments. It can also be increased through terrain improvements, and through the establishment of trade routes.

@@Thanks to           
This is the list of people to help contribute to this scenario. 

   For Graphics:
Arne Shmied "AroSh", who has made most of the units used in this scenario (his units
are marked with the AS signature). 
Bernd Brosing "BeBro", who is the author of: 
The Mills improvement, the city Privileges icon, the Cathedral icon, the Dhow, the castle, the sultanate icon, the aachen cathedral, and the German bookmarket icon. 
Morten Blaabjerg "Hardjoy", from whom I have borrowed the improvement icons for: 
The Saw Mills, the mannor, the harbour, the Market, the guilds, the church,
the wall icon displayed when a city has reached it's maximum growth allowance,
the proto industrialization icon, the icon I used to make the De Jure Belli ac Pacis wonder,
the treasure fleet wonder, the imperial throne, the icon I use for the cracow castle wonder, the vatican and the Martin Luther wonders. 
Morten is also the author of the sloop unit icon. 
Jesus Munoz Fernandez "kIndal" is the author of the Gustav Vasa's Rebelion, Tercio,
Reformed Nobility, Hussar, Cossack, Albanian Rider, Spahi, Knight, Envoy and Corps Diplomatique icons. 
Vegard Bjrketun "Rattus Norvegicus" is the author of the royal navy wonder icon and the import/export exchange icon. 
Robert A. Prucknicki "Field Marshal Klesh" is the author of the Farm reform icon.
The rest was either made by me or has been taken from large public civ2 icon libraries.
   For General advice on scenario building and similar: 
John Ellis for advice on scenario design and for helping me fix the errors and omissions
in Brittish geography originally present in this scenario. 
Jesus Munoz Fernandez (kIndal on Apolyton), for help with the map, playtesting of
the original version and for advice as well as a helping out with some facts. 
Robert A. Prucknicki "Field Marshal Klesh", for testing the original version, and for
advice, helping me use non-mac compatible utilities to enhance this scenario and for support. 
Stephen Knapowski "conmcb25", for among other things, removing every single tile of stackables/forts on forested tiles (originally these all had forts placed there with the utility CivFort). 
Phenix Benton III "Exile", for help with various historical details and help
concerning the agricultural situation in Europe at this time. 
Vegard Bjrketun for his idea about fortifications requiring food as well as inspiration
on making forest tiles to make "unstackable". 
Jorrit "Mercator" Vermeiren for mapmaking assistance. 
Simon Pellijeff "Pavlov" for help with some inaccurasies and typos. 
   Testing of the original version: 
Manuel Palma "waku" who helped me kill one of the most anoying bugs I've ever encountered
while designing scenarios in v. 1.0 of this scenario, he also helped me with two of the
"fanfares" of this scenario. 
Everyone else who helped playtest the original 1.0 version of this scenario. 

@@Corruption
As your civilization grows, you might notice that some of your cities are losing some of their National and Local income to corruption. Corruption is income that is lost to theft, embezzlement, and other illegal practices. 
The farther a city is from your capital, the more corruption it experiences. The amount of corruption is also affected by the system of government you are using.
 
Corruption, if left unchecked, can significantly slow the development of your nation. Corruption can be reduced by 50 percent by building a Palace in the city experiencing the problem. The best solution, however, is to switch your system of government to a more advanced form. The more advanced the government, the less corruption and waste you experience. Absolutism alleviate this problem altogether.

@@Diplomat Units
Diplomat units are unavailable untill the very last part of the scenario, however
you will be granted "envoy" units from time to time via events, these cannot be used
for city bribing, but are very usable for unit bribing.
A good use for them would be to ship them around recruiting mercenaries in Italy, Scotland,
Germany, etc.

@@Historical Notes

*While in 1520 Denmark still occupied the Swedish capital of Stockholm, it has been given 
to Sweden from the start for gameplay reasons. 
However the Danes do start with a significant millitary and naval superiority in 
Scandinavia (as well as a small contignent of forces in the Stockholm area). 

*Latin was the language used for official bussiness during this period and also heavily 
influenced the non-latin offical language, this is reflected by many of the ingame text 
strings (for instance the map window is called Tabula by the game). 
However no function actually differs from the one in the normal game. 

*In reality the same man ruled both Austria and Spain at the onset of this scenario 
however again for gameplay reasons as well as historical ones (Spain and Austria did not 
allways cooperate later on) they have been made separete countries and in a PBEM 
they should definatly be ruled by separate players. 

@This must be here to terminate search!!!

